With all the extra protection, bonus protection, healing, health regen, etc. prevalent in arena right now, can we get a 6x or 8x speed so that matches can be decided by something other than who's got the more obnoxious lead? Please?
There's really nothing more annoying than getting a Bastila team down to one toon left + Hoda but running out of time because Hoda's animations are slower than molasses. Pretty please?
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Seems like a valid request, because time-out teams as far I know aren't supposed to really to exist.
This! Whomever has the most characters left should be the default winner.
Why not? Seems like a valid strategy.
So I can run an EP lead with IPD, kill 1 character in the opposing team in the first 30 seconds then do nothing for the remaining 4 minutes and 30 seconds? No thank you.
Not timer speed up. Animation speed. 1, 2 and 4x speed never impacts timer but having an option for faster character gameplay sounds good to me!
I mean seriously, . . What’s next? Skip all animations cuz they take to long to move is what I figure will be next . . .
@jhbuchholz
if you ran EP lead, blew up IPD, and timed out, you'd both be at four turns. You do make a valid point of just fighting till you have a numbers advantage and then waiting
I don't think time-out teams are what the devs had in mind when they release sustaining toons. I could be wrong, but its hard to believe they think having us lose to a clock winding town, especially if victory is possible. Sounds unfun
Speeding up animations, while keeping the same 5 minutes duration, will make it possible to take more turns during the battle.
Thanks for understanding the EP/IPD point despite the clumsy example
Well thought out response with lots of justifications. Reasoning at its best. Fine work here. Thanks for clarifying.
Timeout teams were an issue in the past which is why they introduced a 4x animation speed. They're becoming an issue again with all of the health/prot. regen in the latest wave of toons. The animations are cool, but not at the expense of losing a match, in my opinion. A lot of us don't have 3.9M GP to "adapt and improvise" with.
Speeding up the timer simply means you take more actions in that 5 minute timer period. You aren't getting less time your moving faster. So instead of maybe doing two attacks in 5 seconds you are doing 3 attacks in 5 seconds. More moves in 5 minutes = less chance of running out of time before defeating the other team.
Most Bastilla teams are comprised of some combination of three support/one tank or two support/two tanks with the fifth spot being the lone attacker (DPS). While it's great that GMY can deal out good damage as a support character I generally wouldn't expect this type of team composition to deal enough damage to win in 5 minutes. I don't think Bastilla mirror matches are a good reason to change anything about arena time or speed.
Support vs. Attacker is pretty meaningless when GMY is pushing out 20k on his basic and Ezra is critting for half that. The post has more to do with the vast amounts of protection available to the team at the start of battle and the amount of time it takes to whittle that down. Slow character animations take up a large chunk of the in-fight action which would be better spent actually fighting.
I can't decide if increased animation speed would be good or bad with respect to payout timing. My sense is that it would be a good thing for snipers. As it stands now, I know it takes three minutes for a team to beat me, that means I can start my lock at the 7:45 mark and feel pretty safe as opposed to needing to wait another minute and leaving that window open longer, so it would fundamentally be better for competition which would drive crystal spend on arena.
Ok. Let's run with this. If support vs. attacker is irrelevant because GMY pumps out so much damage why does this team time out? I can beat this team fairly quickly with a number of other teams. Why should either animations or time be changed because this mirror match times out?
In my opinion (if you haven't guess) the time (5 minutes) and animation speed choices (1x, 2x, and 4x) are fine. There are some teams that take longer to beat on defense or take a long time to win on offense. If you choose to fight or run one of those teams respectively then you'd better make sure you have enough DPS to win in the time allotted.
I think a team that you can't beat is fine, like that CW Chewie Vandor etc team, but I don't think CG intends to have players timing out in arena. If they do, and time outs become common, they'll won't make a change. If they don't want time out teams, then they'll make a change
The two main reasons they often time out are foresight and the undispellable protection up. Ezra with buffs hits for over 20k on each basic, and GMY hits for over 30k. I can even get GK and Bastila to hit for about 20k on basic while they have buffs. So damage is not a problem. The amount of damage each side needs to do is a problem, as is how often attacks get dodged from foresight. Sometimes there are so many buffs you don’t even know who has foresight and then your big attack get dodged. It really takes forever to chew through the massive amount of protection for each character.
I agree with this. I don't know if they intended it for arena or not but I think having a few very specific "time out teams" is probably healthy for the game. Specifically, they're great for TW.
Let's indeed run with this! It takes so long because they have so much extra protection to chew through and, as @DaPowerfulJedi astutely pointed out, foresight is everywhere. I would think this is self-explanatory, but perhaps not.
I'm not saying it's unfair. I'm not saying it's overpowered. I'm saying that an arbitrary number of actions (which is essentially what the time limit and animation speed boil down to) shouldn't dictate whether or not you can win a match. I didn't know squad arena was 'win in 100 moves or less', but apparently you're ok with it. That's cool, we can agree to disagree. They incorporated a 4x timer awhile back to accommodate the changing dynamic of the game. I think it's time to reexamine that and I see no real issue to NOT do it. It potentially changes the dynamic of sniping, but in a way that promotes competition.
For the record, I was running Titans when I timed out. I don't recall them having a particular lack of DPS.
It's not self-explanatory because some folks, myself included, run through Bastilla lead teams in under 3 minutes. This would seem to make it pretty self-explanatory as to why a team light on DPS (like Bastilla lead) would be a bad measuring stick. That's really all I'm saying in the support vs. attacker post.
I can't tell you why you timed out with a Titans team. Thrawn on almost any squad should let you walk through Bastilla teams.
Besides Bastilla are there other active timeout teams? Is this really a bigger issue now than when GK + zBarris was popular? Or when the dodge meta frustrated everyone?
how exactly does faster = slower? I feel stupid but none of this makes sense
Instead of "speeding up the timer" it should read "speeding up the animation". The timer is the timer - it's five minutes. The question is how many turns can you take in those five minutes, which is based on the animation speed.